#include "ai/game_info.hpp"
#include "actions/attack.hpp"
#include "formula/callable_objects.hpp"
#include "formula/formula.hpp"
#include "formula/callable.hpp"
Go to the source code of this file.
Classes | |
class | game_logic::attack_map_callable |
class | game_logic::attack_callable |
class | game_logic::move_callable |
class | game_logic::move_partial_callable |
class | game_logic::recall_callable |
class | game_logic::recruit_callable |
class | game_logic::set_var_callable |
class | game_logic::set_unit_var_callable |
class | game_logic::fallback_callable |
class | game_logic::safe_call_callable |
class | game_logic::safe_call_result |
class | game_logic::move_map_callable |
class | game_logic::position_callable |
struct | game_logic::position_callable::move_map_backup |
class | game_logic::outcome_callable |
Namespaces | |
ai | |
A small explanation about what's going on here: Each action has access to two game_info objects First is 'info' - real information Second is 'subjective info' - AIs perception of what's going on So, when we check_before action, we use 'subjective info' and don't touch real 'info' at all. | |
game_logic | |